Voidborn Reflexes. The wolf has Advantage on Dex saving throws to avoid area effects, such as explosions or breath weapons.
Shadow Camouflage. While in dim light or darkness, the wolf can take the Hide action as a bonus action.
Multiattack (at a higher level). The wolf makes two attacks: one with its bite and one with its tendril lash.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 + 1 piercing damage OR 1d4 + 1 piercing damage (if previous is too strong)
Shadow Swipe. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 1d8 + 1 slashing damage OR 1d6 + 1 slashing damage (if previous is too strong). The target must succeed on a DC 11 Constitution saving throw or be blinded until the end of their next turn.
Tendril Lash. (Recharge on a 5/6 roll) Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 1d4 + 2 necrotic damage OR 1d4 + 1 necrotic damage. The target must succeed on a DC 12 Strength saving throw or be restrained by the tendril. A restrained target can use its action to make a DC 12 Strength check, freeing itself on a success.
Tendril Lash recharge - at the start of the wolf's turn, roll 1d6. On a 5/6, the wolf has recharged Tendril Lash and can use it that turn.
Description
Low, guttural growls echo in unison as the creatures step into view. Their bodies are twisted mockeries of nature, wolf-like in shape but unnervingly wrong. Shadows cling to their matted fur like living things, writhing and shifting with unnatural energy. Tendrils of smoky void curl from their mouths, and their claws dig into the earth with every slow, predatory step.
One of them lets out a howl—a sound warped by a hollow, otherworldly echo—that chills you to your core. The shadows around them seem to pulse with the rhythm of the sound, as though the darkness itself is alive.







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